One of the most powerful types of Rune Weapons, Soul Drinkers have the ability to actually devour the souls of their victims. No matter what race they may appear as, they almost always appear vampiric in nature. They are among the most powerful types of Rune Weapons and also one of the fiercest. Due to the dark nature of their powers they are almost always evil. Killing and devouring souls is not something a good character can do lightly, and Soul Drinkers tend to not only thrive upon it but even enjoy it. Soul Drinkers are the natural enemies of Lightbringer.

In order to maintain its host body a Soul Drinker must drink the life essence (blood) of others or its body will start to decay. It must feed once per week. If it does not it will suffer 2d6 damage per day beyond one week and cannot heal from ANY damage until it feeds. While feeding can come from multiple people to avoid killing most will simply go for the kill. Not only is it easier but it is more satisfying. some will even feed more often just for the thrill of it.

Feeding on a single victim in increments spread throughout a week will not be sufficient without killing the victim. Having only two victims will leave both victims and the Soul Drinker feeling weak. To operate at full strength but avoid killing three or more victims fed on slowly throughout the week is required. Ideally after feeding on a victim the Soul Drinker should wait at least one month before feeding on the same victim again, or twice as long for victims not in an ideal (healthy) condition, such as weakness due to excessive blood loss or being sick, elderly, etc. Magic or psychic healing can help reduce this recovery time significantly, effectively allowing the same victims to be fed on week after week.

Natural A.R. (on Rifts Earth): 14 — this works similarly to S.D.C. worlds. If the die-roll is not above a 14 the attack fails to penetrate his skin and will not damage him. Gazi cannot wear armor or use weapons other than “himself.”

Appearance: Same race as the original soul (looks human) — withheld temporarily as GM oversight. When he is awakened and called forth from the blade in his true form the Naked Man manifests the human-esque visage of Gazi Tulwar. He looks like a dark-skinned, swarthy sailor — not unlike Sinbad — and he is dark of complexion, strikingly handsome like a Persian Sheik, with an athlete’s physique. He stands tall at nearly 6’6 and has the composure of an elf or a True-Atlantean. He carries himself with an air of nobility. He is holding a long, dark handled scythe and under no circumstances will he allow himself to be separated from the weapon. He has jet-black hair that is silky smooth and shimmers in the moonlight. His eyes are an icy, piercing blue.

Hibernation: All Living Rune Weapons have the ability to enter a hibernation state. This allows them to dissipate their host body and sleep. Once this is done the host body cannot be reformed for at least 1d4x10 years, leaving it vulnerable and helpless during that time. In this state they are invulnerable to damage. The Rune Weapon will still appear as a typical rune weapon but the consciousness inside will be silent and sleeping.

Gazi has been awakened through the efforts of J.F.C. and he can now transform from human form to Scythe and back at will.

Two Forms, One Being: It is nearly impossible to separate a rune weapon from its host body. If ever separated the two will be able to sense each other regardless of distance, knowing exactly where the other is at all times. Any attempt to disarm the rune weapon from the host body is -4.

Bonuses: +1 init, +1s,p,d, +1 all saves, +6 vs all MC, imp to possess
Bonuses increase with level. Refer to chart at end of character sheet.

Vulnerabilities: cannot recover health normally – only by expending PPE can the Living Rune Weapon repair damage it has sustained. 2 P.P.E = 1 M.D.C – 10MDC per level per melee round. If the body of the Living Rune Weapon is destroyed it cannot make a new body and will be nothing more than a rune weapon from that point forward.

Two Forms, One Being: If ever separated from its Rune Weapon, the host body will start to die.
The Living Rune Weapon is the source of its power and without it the host body cannot be sustained. For every minute of separation the body suffers 1d6 MD starting immediately from a distance of more than 5ft. Fortunately for the host body all powers and abilities are retained including the ability to heal.

Rune Weapon Form: Giant Scythe

Blade Color: Black

Damage: 5d6

Special Abilities: None to start. The weapon grows more powerful as it increases in experience. If its physical form is ever destroyed it can no longer increase in experience.

Level 1: Soul Drinkers begin with their most infamous ability. It is a major part of who they are and why they are so feared. This early level power is standard among all Soul Drinkers but as they grow in power and strength the range and diversity of their abilities grows with them. (Refer to Rifter #52 p.78)

Soul Drinking – the most notable ability of the Soul Drinker is the ability to absorb and imprison a person’s life essence. Before this can be used the victim’s blood must first be drawn by the weapon. It may be done slowly or in a spectacular flash. A victim devoured by a Vampire Sword is forever lost. Victims of a Soul Drinking attack get to save vs. magic but must roll a 12 or higher. A successful save means the victim’s essence is not devoured. Limit: one attempt per 24hr period (whether or not the victim saves).

Level-Up Bonuses (all bonuses are used AS SHOWN and already include the attribute and starting bonuses)

Bonuses: +1 init, +10s,p,d (ALL Strike, Parry, and Dodge bonuses are while using the Scythe — Gazi will never use another weapon and the Scythe is almost impossible to disarm — if he does become separated from the weapon, use the penalties as noted above), +1 all saves, +6 vs all MC, imp to possess
Bonuses increase with level, cumulative with stat bonuses. Refer to chart at end of character sheet.

Soul Channeling: Instead of taking the time to actually study and learn new skills, the Soul Drinker can simply channel the knowledge of the souls it has consumed. One skill can be channeled from each soul consumed in the last 24 hours from the time the soul was consumed. Soul Drinkers often stalk a particular target with the intention of drinking their soul to obtain a skill. Duration: 24hrs. Limit: The only limit is the number of souls that can be consumed.

Soul Channeling: Instead of taking the time to actually study and learn new skills, the Soul Drinker can simply channel the knowledge of the souls it has consumed. One skill can be channeled from each soul consumed in the last 24 hours from the time the soul was consumed. Soul Drinkers often stalk a particular target with the intention of drinking their soul to obtain a skill. Duration: 24hrs. Limit: The only limit is the number of souls that can be consumed.

Soul Channeling: Instead of taking the time to actually study and learn new skills, the Soul Drinker can simply channel the knowledge of the souls it has consumed. One skill can be channeled from each soul consumed in the last 24 hours from the time the soul was consumed. Soul Drinkers often stalk a particular target with the intention of drinking their soul to obtain a skill. Duration: 24hrs. Limit: The only limit is the number of souls that can be consumed.

Soul Channeling: Instead of taking the time to actually study and learn new skills, the Soul Drinker can simply channel the knowledge of the souls it has consumed. One skill can be channeled from each soul consumed in the last 24 hours from the time the soul was consumed. Soul Drinkers often stalk a particular target with the intention of drinking their soul to obtain a skill. Duration: 24hrs. Limit: The only limit is the number of souls that can be consumed.

Soul Channeling: Instead of taking the time to actually study and learn new skills, the Soul Drinker can simply channel the knowledge of the souls it has consumed. One skill can be channeled from each soul consumed in the last 24 hours from the time the soul was consumed. Soul Drinkers often stalk a particular target with the intention of drinking their soul to obtain a skill. Duration: 24hrs. Limit: The only limit is the number of souls that can be consumed.

Animate & Control Dead: Using the souls it has stolen the Soul Drinker can animate nearby dead bodies and then control them as minions. Up to 2d6 dead can be controlled at a time. Duration: 4hrs / use. Limit: 2x / 24hrs.

Soul Channeling: Instead of taking the time to actually study and learn new skills, the Soul Drinker can simply channel the knowledge of the souls it has consumed. One skill can be channeled from each soul consumed in the last 24 hours from the time the soul was consumed. Soul Drinkers often stalk a particular target with the intention of drinking their soul to obtain a skill. Duration: 24hrs. Limit: The only limit is the number of souls that can be consumed.

Animate & Control Dead: Using the souls it has stolen the Soul Drinker can animate nearby dead bodies and then control them as minions. Up to 2d6 dead can be controlled at a time. Duration: 4hrs / use. Limit: 2x / 24hrs.

Transfixing Gaze: Anyone who meets the eyes of the Soul Drinker risks becoming entranced in its gaze. Looking directly into the eyes of a Soul Drinker can elicit a response to Horrow / Awe Factor. Victims who fail a save vs HF are temporarily “lost” in the Soul Drinker’s eyes, mesmerized by its inhuman nature, power, and agelessness. Unlike traditional HF victims lose all sense of time and what else is happening. This spell is not broken until the Soul Drinker breaks contact, someone else pulls the victim away, or the victim is attacked. In the case of an attack the first attack cannot be defended. Roll only to make sure it connects and passes any Armor Rating. A Soul Drinker will often use this to lure an unsuspecting victim into its clutches. Only one victim may be caught in the gaze of the Soul Drinker’s eyes at a time.

Soul Channeling: Instead of taking the time to actually study and learn new skills, the Soul Drinker can simply channel the knowledge of the souls it has consumed. One skill can be channeled from each soul consumed in the last 24 hours from the time the soul was consumed. Soul Drinkers often stalk a particular target with the intention of drinking their soul to obtain a skill. Duration: 24hrs. Limit: The only limit is the number of souls that can be consumed.

Animate & Control Dead: Using the souls it has stolen the Soul Drinker can animate nearby dead bodies and then control them as minions. Up to 2d6 dead can be controlled at a time. Duration: 4hrs / use. Limit: 2x / 24hrs.

Transfixing Gaze: Anyone who meets the eyes of the Soul Drinker risks becoming entranced in its gaze. Looking directly into the eyes of a Soul Drinker can elicit a response to Horrow / Awe Factor. Victims who fail a save vs HF are temporarily “lost” in the Soul Drinker’s eyes, mesmerized by its inhuman nature, power, and agelessness. Unlike traditional HF victims lose all sense of time and what else is happening. This spell is not broken until the Soul Drinker breaks contact, someone else pulls the victim away, or the victim is attacked. In the case of an attack the first attack cannot be defended. Roll only to make sure it connects and passes any Armor Rating. A Soul Drinker will often use this to lure an unsuspecting victim into its clutches. Only one victim may be caught in the gaze of the Soul Drinker’s eyes at a time.

Consuming Darkness: A cloud of inky blackness that consumes the area and all those in it. It’s so dark that a person caught in it cannot see beyond two feet ahead. Those with the spell “See in Magical Darkness” or MAGICAL Nightvision can see through this darkness at half their normal range. The Soul Drinker can see through the darkness as if it wasn’t there completely unaffected by it. Very intense light (such as the Lightbringer’s ability to create a Beacon of Light) or abilities capable of cancelling magic can dispel the darkness. Characters without some other means of accurately moving around are -8s,p,d, making them vulnerable to attacks from those who can see. Duration: 3min. Range: 20ft radius. Limit: 1x / 24hrs. Beyond that 12 P.P.E. may be spent for each additional use. Note: A wielder other than the Living Rune Weapon itself must possess an understanding of magic, such as Paladins, Warrior Monks, and practitioners of magic in order to channel from personal reserves (not the weapon’s) of P.P.E. to use this power beyond the standard limit.

GREATEST – Level 11 (At this point the Soul Drinker is considered one of the most powerful Rune Weapons since the Age of Chaos and the Time of a Thousand Magicks. The power of a Greatest Rune Weapon is highly coveted and a Soul Drinker is considered to be greater in power than any other type of Rune Weapon. Almost all of the attributes are capped until the level of Transcendence at 15. It will continue to gain 1 new ability from the Greatest list per level.

Soul Channeling: Instead of taking the time to actually study and learn new skills, the Soul Drinker can simply channel the knowledge of the souls it has consumed. One skill can be channeled from each soul consumed in the last 24 hours from the time the soul was consumed. Soul Drinkers often stalk a particular target with the intention of drinking their soul to obtain a skill. Duration: 24hrs. Limit: The only limit is the number of souls that can be consumed.

Animate & Control Dead: Using the souls it has stolen the Soul Drinker can animate nearby dead bodies and then control them as minions. Up to 2d6 dead can be controlled at a time. Duration: 4hrs / use. Limit: 2x / 24hrs.

Transfixing Gaze: Anyone who meets the eyes of the Soul Drinker risks becoming entranced in its gaze. Looking directly into the eyes of a Soul Drinker can elicit a response to Horrow / Awe Factor. Victims who fail a save vs HF are temporarily “lost” in the Soul Drinker’s eyes, mesmerized by its inhuman nature, power, and agelessness. Unlike traditional HF victims lose all sense of time and what else is happening. This spell is not broken until the Soul Drinker breaks contact, someone else pulls the victim away, or the victim is attacked. In the case of an attack the first attack cannot be defended. Roll only to make sure it connects and passes any Armor Rating. A Soul Drinker will often use this to lure an unsuspecting victim into its clutches. Only one victim may be caught in the gaze of the Soul Drinker’s eyes at a time.

Consuming Darkness: A cloud of inky blackness that consumes the area and all those in it. It’s so dark that a person caught in it cannot see beyond two feet ahead. Those with the spell “See in Magical Darkness” or MAGICAL Nightvision can see through this darkness at half their normal range. The Soul Drinker can see through the darkness as if it wasn’t there completely unaffected by it. Very intense light (such as the Lightbringer’s ability to create a Beacon of Light) or abilities capable of cancelling magic can dispel the darkness. Characters without some other means of accurately moving around are -8s,p,d, making them vulnerable to attacks from those who can see. Duration: 3min. Range: 20ft radius. Limit: 1x / 24hrs. Beyond that 12 P.P.E. may be spent for each additional use. Note: A wielder other than the Living Rune Weapon itself must possess an understanding of magic, such as Paladins, Warrior Monks, and practitioners of magic in order to channel from personal reserves (not the weapon’s) of P.P.E. to use this power beyond the standard limit.

Soul Strike: This is the ability for the Soul Drinker to channel all the souls it has consumed in the last 24 hours into a powerful destructive force unleashed in a single attack. This works best when combined with a large number of consumed souls. Any skills acquired through Soul Channeling will be lost / forgotten when the soul is used as an attack. Soul Slash (melee): The full power of the weapon is unleashed in one explosive attack. This attack can be dodged or parried as normal. Damage: Weapon Damage + SNPS + 2d6 / soul consumed in the last 24 hrs. Soul Blast (ranged): An energy blast emitted from the blade of the weapon. While not as powerful this attack provides the benefit of a ranged assault. Damage: Weapon Damage + 1d6 / soul consumed in the last 24 hrs. Range: 100ft / soul consumed in the last 24 hrs. 4 to strike (W.P. targeting bonuses if any)

GREATEST – Level 12 (At this point the Soul Drinker is considered one of the most powerful Rune Weapons since the Age of Chaos and the Time of a Thousand Magicks. The power of a Greatest Rune Weapon is highly coveted and a Soul Drinker is considered to be greater in power than any other type of Rune Weapon. Almost all of the attributes are capped until the level of Transcendence at 15. It will continue to gain 1 new ability from the Greatest list per level.

Soul Channeling: Instead of taking the time to actually study and learn new skills, the Soul Drinker can simply channel the knowledge of the souls it has consumed. One skill can be channeled from each soul consumed in the last 24 hours from the time the soul was consumed. Soul Drinkers often stalk a particular target with the intention of drinking their soul to obtain a skill. Duration: 24hrs. Limit: The only limit is the number of souls that can be consumed.

Animate & Control Dead: Using the souls it has stolen the Soul Drinker can animate nearby dead bodies and then control them as minions. Up to 2d6 dead can be controlled at a time. Duration: 4hrs / use. Limit: 2x / 24hrs.

Transfixing Gaze: Anyone who meets the eyes of the Soul Drinker risks becoming entranced in its gaze. Looking directly into the eyes of a Soul Drinker can elicit a response to Horrow / Awe Factor. Victims who fail a save vs HF are temporarily “lost” in the Soul Drinker’s eyes, mesmerized by its inhuman nature, power, and agelessness. Unlike traditional HF victims lose all sense of time and what else is happening. This spell is not broken until the Soul Drinker breaks contact, someone else pulls the victim away, or the victim is attacked. In the case of an attack the first attack cannot be defended. Roll only to make sure it connects and passes any Armor Rating. A Soul Drinker will often use this to lure an unsuspecting victim into its clutches. Only one victim may be caught in the gaze of the Soul Drinker’s eyes at a time.

Consuming Darkness: A cloud of inky blackness that consumes the area and all those in it. It’s so dark that a person caught in it cannot see beyond two feet ahead. Those with the spell “See in Magical Darkness” or MAGICAL Nightvision can see through this darkness at half their normal range. The Soul Drinker can see through the darkness as if it wasn’t there completely unaffected by it. Very intense light (such as the Lightbringer’s ability to create a Beacon of Light) or abilities capable of cancelling magic can dispel the darkness. Characters without some other means of accurately moving around are -8s,p,d, making them vulnerable to attacks from those who can see. Duration: 3min. Range: 20ft radius. Limit: 1x / 24hrs. Beyond that 12 P.P.E. may be spent for each additional use. Note: A wielder other than the Living Rune Weapon itself must possess an understanding of magic, such as Paladins, Warrior Monks, and practitioners of magic in order to channel from personal reserves (not the weapon’s) of P.P.E. to use this power beyond the standard limit.

Soul Strike: This is the ability for the Soul Drinker to channel all the souls it has consumed in the last 24 hours into a powerful destructive force unleashed in a single attack. This works best when combined with a large number of consumed souls. Any skills acquired through Soul Channeling will be lost / forgotten when the soul is used as an attack. Soul Slash (melee): The full power of the weapon is unleashed in one explosive attack. This attack can be dodged or parried as normal. Damage: Weapon Damage + SNPS + 2d6 / soul consumed in the last 24 hrs. Soul Blast (ranged): An energy blast emitted from the blade of the weapon. While not as powerful this attack provides the benefit of a ranged assault. Damage: Weapon Damage + 1d6 / soul consumed in the last 24 hrs. Range: 100ft / soul consumed in the last 24 hrs. 4 to strike (W.P. targeting bonuses if any)

Restorative Energies: Instead of using P.P.E. to heal the Vampire Sword is capable of healing by stealing the life energy (souls) of others. The stolen soul must be fresh and taken with the sole intent of healing. A freshly absorbed soul can restore 1d4x100 M.D.C. to a Soul Drinker! This is extremely powerful when used on the battlefield but is still restricted to the normal limit of souls consumed per day. Note: This soul cannot have been taken earlier in the day, nor can it be used in conjunction with Soul Channeling or Soul Strike and it still counts against the character’s 24hr limit.

GREATEST – Level 13 (At this point the Soul Drinker is considered one of the most powerful Rune Weapons since the Age of Chaos and the Time of a Thousand Magicks. The power of a Greatest Rune Weapon is highly coveted and a Soul Drinker is considered to be greater in power than any other type of Rune Weapon. Almost all of the attributes are capped until the level of Transcendence at 15. It will continue to gain 1 new ability from the Greatest list per level.

Soul Channeling: Instead of taking the time to actually study and learn new skills, the Soul Drinker can simply channel the knowledge of the souls it has consumed. One skill can be channeled from each soul consumed in the last 24 hours from the time the soul was consumed. Soul Drinkers often stalk a particular target with the intention of drinking their soul to obtain a skill. Duration: 24hrs. Limit: The only limit is the number of souls that can be consumed.

Animate & Control Dead: Using the souls it has stolen the Soul Drinker can animate nearby dead bodies and then control them as minions. Up to 2d6 dead can be controlled at a time. Duration: 4hrs / use. Limit: 2x / 24hrs.

Transfixing Gaze: Anyone who meets the eyes of the Soul Drinker risks becoming entranced in its gaze. Looking directly into the eyes of a Soul Drinker can elicit a response to Horrow / Awe Factor. Victims who fail a save vs HF are temporarily “lost” in the Soul Drinker’s eyes, mesmerized by its inhuman nature, power, and agelessness. Unlike traditional HF victims lose all sense of time and what else is happening. This spell is not broken until the Soul Drinker breaks contact, someone else pulls the victim away, or the victim is attacked. In the case of an attack the first attack cannot be defended. Roll only to make sure it connects and passes any Armor Rating. A Soul Drinker will often use this to lure an unsuspecting victim into its clutches. Only one victim may be caught in the gaze of the Soul Drinker’s eyes at a time.

Consuming Darkness: A cloud of inky blackness that consumes the area and all those in it. It’s so dark that a person caught in it cannot see beyond two feet ahead. Those with the spell “See in Magical Darkness” or MAGICAL Nightvision can see through this darkness at half their normal range. The Soul Drinker can see through the darkness as if it wasn’t there completely unaffected by it. Very intense light (such as the Lightbringer’s ability to create a Beacon of Light) or abilities capable of cancelling magic can dispel the darkness. Characters without some other means of accurately moving around are -8s,p,d, making them vulnerable to attacks from those who can see. Duration: 3min. Range: 20ft radius. Limit: 1x / 24hrs. Beyond that 12 P.P.E. may be spent for each additional use. Note: A wielder other than the Living Rune Weapon itself must possess an understanding of magic, such as Paladins, Warrior Monks, and practitioners of magic in order to channel from personal reserves (not the weapon’s) of P.P.E. to use this power beyond the standard limit.

Soul Strike: This is the ability for the Soul Drinker to channel all the souls it has consumed in the last 24 hours into a powerful destructive force unleashed in a single attack. This works best when combined with a large number of consumed souls. Any skills acquired through Soul Channeling will be lost / forgotten when the soul is used as an attack. Soul Slash (melee): The full power of the weapon is unleashed in one explosive attack. This attack can be dodged or parried as normal. Damage: Weapon Damage + SNPS + 2d6 / soul consumed in the last 24 hrs. Soul Blast (ranged): An energy blast emitted from the blade of the weapon. While not as powerful this attack provides the benefit of a ranged assault. Damage: Weapon Damage + 1d6 / soul consumed in the last 24 hrs. Range: 100ft / soul consumed in the last 24 hrs. 4 to strike (W.P. targeting bonuses if any)

Restorative Energies: Instead of using P.P.E. to heal the Vampire Sword is capable of healing by stealing the life energy (souls) of others. The stolen soul must be fresh and taken with the sole intent of healing. A freshly absorbed soul can restore 1d4x100 M.D.C. to a Soul Drinker! This is extremely powerful when used on the battlefield but is still restricted to the normal limit of souls consumed per day. Note: This soul cannot have been taken earlier in the day, nor can it be used in conjunction with Soul Channeling or Soul Strike and it still counts against the character’s 24hr limit.

Damage Bonus: Add 3d6 to the base damage of the weapon.

GREATEST – Level 14 (At this point the Soul Drinker is considered one of the most powerful Rune Weapons since the Age of Chaos and the Time of a Thousand Magicks. The power of a Greatest Rune Weapon is highly coveted and a Soul Drinker is considered to be greater in power than any other type of Rune Weapon. Almost all of the attributes are capped until the level of Transcendence at 15. It will continue to gain 1 new ability from the Greatest list per level.

Soul Channeling: Instead of taking the time to actually study and learn new skills, the Soul Drinker can simply channel the knowledge of the souls it has consumed. One skill can be channeled from each soul consumed in the last 24 hours from the time the soul was consumed. Soul Drinkers often stalk a particular target with the intention of drinking their soul to obtain a skill. Duration: 24hrs. Limit: The only limit is the number of souls that can be consumed.

Animate & Control Dead: Using the souls it has stolen the Soul Drinker can animate nearby dead bodies and then control them as minions. Up to 2d6 dead can be controlled at a time. Duration: 4hrs / use. Limit: 2x / 24hrs.

Transfixing Gaze: Anyone who meets the eyes of the Soul Drinker risks becoming entranced in its gaze. Looking directly into the eyes of a Soul Drinker can elicit a response to Horrow / Awe Factor. Victims who fail a save vs HF are temporarily “lost” in the Soul Drinker’s eyes, mesmerized by its inhuman nature, power, and agelessness. Unlike traditional HF victims lose all sense of time and what else is happening. This spell is not broken until the Soul Drinker breaks contact, someone else pulls the victim away, or the victim is attacked. In the case of an attack the first attack cannot be defended. Roll only to make sure it connects and passes any Armor Rating. A Soul Drinker will often use this to lure an unsuspecting victim into its clutches. Only one victim may be caught in the gaze of the Soul Drinker’s eyes at a time.

Consuming Darkness: A cloud of inky blackness that consumes the area and all those in it. It’s so dark that a person caught in it cannot see beyond two feet ahead. Those with the spell “See in Magical Darkness” or MAGICAL Nightvision can see through this darkness at half their normal range. The Soul Drinker can see through the darkness as if it wasn’t there completely unaffected by it. Very intense light (such as the Lightbringer’s ability to create a Beacon of Light) or abilities capable of cancelling magic can dispel the darkness. Characters without some other means of accurately moving around are -8s,p,d, making them vulnerable to attacks from those who can see. Duration: 3min. Range: 20ft radius. Limit: 1x / 24hrs. Beyond that 12 P.P.E. may be spent for each additional use. Note: A wielder other than the Living Rune Weapon itself must possess an understanding of magic, such as Paladins, Warrior Monks, and practitioners of magic in order to channel from personal reserves (not the weapon’s) of P.P.E. to use this power beyond the standard limit.

Soul Strike: This is the ability for the Soul Drinker to channel all the souls it has consumed in the last 24 hours into a powerful destructive force unleashed in a single attack. This works best when combined with a large number of consumed souls. Any skills acquired through Soul Channeling will be lost / forgotten when the soul is used as an attack. Soul Slash (melee): The full power of the weapon is unleashed in one explosive attack. This attack can be dodged or parried as normal. Damage: Weapon Damage + SNPS + 2d6 / soul consumed in the last 24 hrs. Soul Blast (ranged): An energy blast emitted from the blade of the weapon. While not as powerful this attack provides the benefit of a ranged assault. Damage: Weapon Damage + 1d6 / soul consumed in the last 24 hrs. Range: 100ft / soul consumed in the last 24 hrs. 4 to strike (W.P. targeting bonuses if any)

Restorative Energies: Instead of using P.P.E. to heal the Vampire Sword is capable of healing by stealing the life energy (souls) of others. The stolen soul must be fresh and taken with the sole intent of healing. A freshly absorbed soul can restore 1d4x100 M.D.C. to a Soul Drinker! This is extremely powerful when used on the battlefield but is still restricted to the normal limit of souls consumed per day. Note: This soul cannot have been taken earlier in the day, nor can it be used in conjunction with Soul Channeling or Soul Strike and it still counts against the character’s 24hr limit.

Damage Bonus: Add 3d6 to the base damage of the weapon.

Damage Bonus: Add 6d6 to the base damage of the weapon.

LEGENDARYTRANSCENDENT – Level 15 (At this point the Soul Drinker is considered an ancient an supremely powerful entity reminiscent in power levels only to Ancient Alien Intelligences, Gods, and Elder Races)

ULTIMATE Soul Channeling: Instead of taking the time to actually study and learn new skills, the Soul Drinker can simply channel the knowledge of the souls it has consumed. Three skills can be channeled from each soul consumed in the last 24 hours from the time the soul was consumed. Soul Drinkers often stalk a particular target with the intention of drinking their soul to obtain a skill. Duration: 1 week. Limit: The only limit is the number of souls that can be consumed.

ULTIMATE Animate & Control Dead: Using the souls it has stolen the Soul Drinker can animate nearby dead bodies and then control them as minions. Up to 2d6x10 dead can be controlled at a time. Duration: 4days / use. Limit: 6x / 24hrs.

ULTIMATE Transfixing Gaze: Anyone who meets the eyes of the Soul Drinker risks becoming entranced in its gaze. Looking directly into the eyes of a Soul Drinker can elicit a response to Horrow / Awe Factor. Victims who fail a save vs HF are temporarily “lost” in the Soul Drinker’s eyes, mesmerized by its inhuman nature, power, and agelessness. Unlike traditional HF victims lose all sense of time and what else is happening. This spell is not broken until the Soul Drinker breaks contact, someone else pulls the victim away, or the victim is attacked. In the case of an attack the first attack cannot be defended. Roll only to make sure it connects and passes any Armor Rating. A Soul Drinker will often use this to lure an unsuspecting victim into its clutches. Limit: 1d6 victims may be caught in the gaze of the Soul Drinker’s eyes at a time.

ULTIMATE Consuming Darkness: A cloud of inky blackness that consumes the area and all those in it. It’s so dark that a person caught in it cannot see beyond two feet ahead. Those with the spell “See in Magical Darkness” or MAGICAL Nightvision can see through this darkness at half their normal range. The Soul Drinker can see through the darkness as if it wasn’t there completely unaffected by it. Very intense light (such as the Lightbringer’s ability to create a Beacon of Light) or abilities capable of cancelling magic can dispel the darkness. Characters without some other means of accurately moving around are -10s,p,d, making them vulnerable to attacks from those who can see. Duration: 1hr. Range: 1000ft radius. Limit: 6x / 24hrs. Beyond that 12 P.P.E. may be spent for each additional use. Note: A wielder other than the Living Rune Weapon itself must possess an understanding of magic, such as Paladins, Warrior Monks, and practitioners of magic in order to channel from personal reserves (not the weapon’s) of P.P.E. to use this power beyond the standard limit.

ULTIMATE Soul Strike: This is the ability for the Soul Drinker to channel all the souls it has consumed in the last 24 hours into a powerful destructive force unleashed in a single attack. This works best when combined with a large number of consumed souls. Any skills acquired through Soul Channeling will be lost / forgotten when the soul is used as an attack. Soul Slash (melee): The full power of the weapon is unleashed in one explosive attack. This attack can be dodged or parried as normal. Damage: Weapon Damage + SNPS + 4d6 / soul consumed in the last 24 hrs. Soul Blast (ranged): An energy blast emitted from the blade of the weapon. While not as powerful this attack provides the benefit of a ranged assault. Damage: Weapon Damage + 2d6 / soul consumed in the last 24 hrs. Range: 500ft / soul consumed in the last 24 hrs (double in space and must have clear line-of-sight). 8 to strike (W.P. targeting bonuses if any)

ULTIMATE Restorative Energies: Instead of using P.P.E. to heal the Vampire Sword is capable of healing by stealing the life energy (souls) of others. The stolen soul must be fresh and taken with the sole intent of healing. A freshly absorbed soul can restore a Soul Drinker to FULLHEALTH! This is extremely powerful when used on the battlefield but is still restricted to the normal limit of souls consumed per day. Note: This soul cannot have been taken earlier in the day, nor can it be used in conjunction with Soul Channeling or Soul Strike and it still counts against the character’s 24hr limit.